If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

ArcheAge: Revelation Skill Patch Notes

Increases and decreases to Critical Damage now display their real amounts. (Previously, this stat was displayed “as a percentage of the original 50% bonus damage.”)

The “Skill Cooldown” stat in your character sheet has been changed to “Attack Speed,” and its tooltip has been edited to better explain its functionality. In addition, this stat is now displayed as a total additive number, with the effective reduction shown in parenthesis next to it. (In much the same way that Defense and Magic Defense are currently displayed.)

Battlerage

Triple Slash

No longer has a chance to reset the cooldown on Charge and Behind Enemy Lines.

Increases threat generation +300% if used while under the effects of Toughen.

Shaken no longer reduces Healing Effectiveness. (This is a global change to the Shaken debuff in general.)

Sunder Earth

Provokes affected enemies if used while under the effects of Toughen, forcing affected monsters and players to temporarily target the caster. (This is a global change to the way Provoke works. Players can immediately choose a new target after being Provoked, but it will forcibly change their current target to the caster when this debuff first takes effect.)

Earth Energy (the buff granted to allies within its AoE) now grants 30% damage reduction.

Bondbreaker

Can only be used while under the effects of Snare, Slow, or Lassitude.

No longer breaks Bubble Trap effects.

No longer grants physical damage reduction.

Can be used during Global Cooldowns, and does not trigger a Global Cooldown.

Frenzy

Effect now has a base duration of 20sec, but regains 20sec of duration each time you kill an enemy. (Max stacked duration at any given time: 30sec.)

Tiger Strike

Can no longer be used while Snared.

Behind Enemy Lines

Now breaks Telekinesis and Bubble Trap effects.

Can no longer be used while Snared.

Attack Speed Training

Grants a stack of Delirium for each enemy hit by the 3<sup>rd</sup> attack of Whirlwind Slash. (Previously only granted one stack regardless of the number of enemies hit.)

Using Charge, Tiger Strike, or Behind Enemy lines grants the Reckless Charge buff for 4sec, decreasing received physical damage -15% and the duration of Shackle, Slow, Snare, and Impale -35%.

This buff no longer increases move speed.

Archery

Charged Bolt

Ranged Attack coefficient reduced from 220% -> 200%

Piercing Shot

Ranged Attack coefficient reduced from 300% -> 270%

Deadeye

This ability is now a 60sec buff. While the buff is active, the caster gains a flat bonus to their Ranged Attack (+80 Ranged Attack at Rank 4) when they stand still for 1 second or more. Moving cancels the attack bonus, but the Deadeye buff remains and can be activated any number of times throughout the 60sec duration.

No longer grants the Feral Mark buff by itself. (But can do so if augmented by the Sharpshooting passive.)

Snare

New Combo: Snare gains a 30m casting range if used while under the effects of Float. (Note: The actual Snare effect is still a 5m radius AoE. It can just be cast anywhere in a 30m radius while floating.)

Float

No longer grants the Feral Mark buff by itself. (But can do so if augmented by the Sharpshooting passive.)

Boneyard

Interrupts the target. (Previously inflicted a very short duration Snare on the target. This change seems to resolve many of the issues where simply having a high enough move speed would allow a character to escape the Boneyard before it appeared.)

Concussive Arrow

New Combo: This attack gains a 40% Defense Penetration bonus per rank of Bleeding on the target. (Note: that means +40% of your character sheet’s defense penetration per rank, up to +200% additional defense penetration.)

Snipe

Snipe now requires a target to cast, inflicting its damage in an AoE line from you to that target. (Note: this resolves nearly all terrain/elevation problems with this skill, but means it can no longer be fired “blindly” through obstacles or at stealthed targets. Interestingly, it DOES allow the caster to shoot with perfect accuracy through walls and other obstacles as long as they still have their target selected.)

Added combo: Inflicts -60% to ALL accuracy instead if enemies are Snared.

Death’s Vengeance

Enemies affected by the Death’s Vengeance explosion will also explode if killed within 3sec.

Deathmark Aura (Buff triggered by stacking enough Burning Brand)

Duration increased from 6sec -> 12sec.

Reprisal

Now grants its bonus to all Critical Rates except healing.

Macabre Reach

Now grants its bonus to all Critical Damage except healing.

Overpowered Spell Locus

Now grants its bonus to all Skill Damage except healing.

Intensified Harm

Now grants its bonus to all Critical Damage except healing.

Songcraft

Startling Strain

Cooldown decreased from 30sec -> 24sec.

Duration of Charm decreased from 30sec -> 28sec.

Dissonance

Magic Attack coefficient increased from 150% -> 260%

Grief’s Cadence

Effects of the song improved to +30% CC duration on enemies and -30% CC duration on allies. (Previously +20% and -20%)

Rhythm

Duration increased from 6sec -> 9sec.

Zeal

Now grants its bonus to all Critical Rates and Critical Bonuses (including healing.)

Defense

Bull Rush

No longer consumes Mettle to deal bonus damage.

Boastful Roar

Combo changed: Inflicts an additional +60% damage if used while under the effects of Toughen. (Previously worked with with Shrug It Off)

Inflicts Provoke, forcing affected monsters and players to temporarily target the caster. (This is a global change to the way Provoke works. Players can immediately choose a new target after being Provoked, but it will forcibly change their current target to the caster when this debuff first takes effect.)

Revitalizing Cheer

Combo changed: Healing increases +25% if used while under the effects of Toughen. (Previously +50% if used while under the effects of Shrug It Off.)

Combo changed: Generates +200% agro if used while under the effects of Toughen. (Previously worked with Shrug It Off.)

Combo changed: Inflicts Distressed on targets if used while under the effects of Toughen. (Previously combod with Shrug It Off.)

Combo: Provokes Taunted enemies, forcing them to temporarily target the caster. (This is a global change to the way Provoke works. Players can immediately choose a new target after being Provoked, but it will forcibly change their current target to the caster when this debuff first takes effect.)

Ursine Roar

Increases Continuous Health Regen by a small amount whenever damage is received while below 30% health. (This increase is based on your Stamina, and is subject to sharp diminishing returns.)

Auramancy

Thwart

Shaken no longer reduces Healing Effectiveness. (This is a change to the Shaken debuff in general.)

Conversion Shield (Renamed to Spell Shield)

Decreases received Magic Damage by -32% for 8sec at Rank 4. (Previously converted 42% of received Magic Damage to health.)

Decreases caster’s Received Healing by the same amount for the duration. (-32% at Rank 4.)

Added combo: Grants Magic Shield when cast while under the effects of Liberation.

Shrug It Off

Can only be used while under the effects of Stun or Impale.

No longer grants Magic Damage reduction.

Can be used during Global Cooldowns, and does not trigger a Global Cooldown.

Combo: Heals allies Blessed by you (including you) as long as they are within 15m of the target when struck by Holy Bolt.

Mirror Light

Duration of Blessing (the buff granted to allies) decreased from 3min -> 1min30sec.

Cooldown increased from 18sec -> 21sec.

Antithesis

Magic damage now based on Healing Power (coefficient reduced to 240%.)

Skewer

Magic damage now based on Healing Power (coefficient reduced to 276%.)

Mend

Added combo text: doubles duration of Omnipotent ward if cast while under the effects of Sacrifice. (Note: this combo already existed in the tooltip for the Defiance passive. Now it appears properly in the combo section of Mend’s tooltip.)

Consumes 12-16% of caster’s current health when triggered. (Previously 28-32%.)

No longer heals nearby allies when triggered.

The Sacrifice buff can now be consumed to add powerful bonus effects to Mend or Infuse.

Twilight (Removed!)

Skill removed and replaced with Holy Bolt.

Abyssal Skills

To unlock Abyssal skills

A new questline has been added to introduce players to the lore behind the Abyssal skills. This quest starts with the mage Belstrom, in Diamond Shores, and cannot be accepted until at least one skillset has been raised to lv55.

A new area “The Queen’s Chamber” has been added, accessible through the Burnt Castle portal. This area includes 10 swords—one for each skillset—which can be used to unlock abyssal skills.

Throws otherworldly blades that surround the target for the duration, inflicting damage to it and all nearby enemies.

When Abyssal Battlerage reaches lv40, this skill improves. Skill damage increases, and each successful hit will now inflict -50 to the target’s Defense for a short time. This effect stacks.

Swordfall

Requires: abyssal skillset lv55+

Abyssal Charges used: 4-6

Calls down swords from the sky to impale nearby enemies.

AoE channeling ability centered in front of the caster, which can be stopped/completed early at any time by using the skill again during channeling. Longer channeling increases damage. Inflicts the Impale debuff.

Summons a pack of spectral Snowlions to charge through your enemies, dealing damage and launching them into the air.

No target required, shoots straight forward from the caster and ignores terrain. Any additional charges are consumed on casting, increasing the damage and number of snowlions. (Note: additional Snowlions increase the AoE.)

If cast using 6 Abyssal Charges, enemies launched by this skill are temporarily prevented from using skills.

Single target debuff which lasts 5sec. Any skills used while under the effects of this debuff will receive +10sec to their cooldowns.

When Abyssal Witchcraft reaches lv40, this skill improves. Increases cooldown delay to +15sec. (Please note: this effect works on skills that normally have NO cooldown. Hello 15sec cooldown Triple Slash.)

Stonesight

Requires: abyssal skillset lv55

Abyssal Charges used: 4-6

Unleashes the gaze of the terrifying Gorgon, petrifying all enemies facing the caster within a 15m cone.

Channeling skill, with a directional cone effect visible on the ground for easy targeting. Once petrified, enemies remain so until the spell ends or they are no longer in the cone. Any additional charges are consumed on casting, increasing the range of the skill.

Channeling skill, which can be stopped/completed early at any time by using the skill again during channeling. Requires 4 Abyssal Charges available to begin channeling, but can be cast using anywhere from 1-6 Abyssal Charges once channeling begins, increasing the damage dealt with each additional charge used.

Inflicts an enemy with cursed seeds, causing deadly thorns to sprout in their footsteps.

Single target debuff. Lasts for 9sec, causing the target to leave a dark trail behind them that bursts into small AoE thorns after 4 seconds. The Cursed Thorns deal damage to all nearby enemies when they appear, and then continue to slow and damage any enemies that stay within their AoE. (Note: Functions kind of like a painful, offensive Frigid Tracks. Except instead of freezing enemies it damages and slows them.)

Summons a circle of dark magic to surround the battlefield, allowing the caster to teleport to any target within the circle at will.

Summons a 30m radius circle around the target area for 20sec, and grants the caster four stacks of Circle Step. For the duration of this spell, the caster may use Circle Step to teleport up to 30m to appear directly in front of any target within the circle.

If cast using 6 Abyssal Charges, the caster may use Circle Step an unlimited number of times for the duration of the spell.

Ends all currently-active Perform skills, but creates lesser echoes of those abilities that continue on their own for up to 10 seconds. These echoes only affect the caster, and are not interrupted by casting non-perform skills. Using additional perform skills during this time will end the echoes early.

When Abyssal Songcraft reaches lv40, this skill improves. Echoes now have the same effect as regular Songcraft songs.

Polymorphic Resonance

Requires: abyssal skillset lv55

Abyssal Charges used: 2

Grants temporary immortality to allies within 15m.

When subjected to fatal damage, affected allies instead transform into animals and recover a small amount of health. Polymorphed characters are immune to debuffs for the duration, but can still take damage. This skill has a base duration of 3sec, and any additional charges are consumed over time to extend the duration by 3 seconds each.

If cast while at 6 Abyssal Charges, the base duration is 5sec and additional charges extend the duration by 5sec each.

Hurls your shield at a target, dealing physical damage with a 100% chance to Critical Strike. Temporarily removes all benefits from your shield while projectile is in the air. If the enemy parries this attack, they become Disarmed, losing all functionality and benefits from their weapon for 6sec.

When Abyssal Defense reaches lv40, this skill improves. Skill damage increases, and the shield now bounces to up to 3 nearby targets after impact, for a total of 4 possible targets per cast.

Cruel Binding

Requires: abyssal skillset lv55

Abyssal Charges used: 4-6

Tethers an enemy to a location for 4sec, pulling them back whenever they move 10m from that spot. Any additional charges are consumed on casting, increasing the duration up to a maximum of 10sec.

Removes all debuffs and aggro from the target and protects them from all incoming damage, but prevents them from moving or taking actions for 9sec. This effect is canceled if cast again on the same target.

Revives up to 6 allies within 6m of the caster. Allies must be in the same party or raid as the caster to be revived. Any additional charges are consumed on casting, increasing the health and mana of revived targets.

Allies revived in this way cannot benefit from this skill again for 10min.

If cast using 6 Abyssal Charges, the radius increases from 6m->20m.

Racial Skills

Dwarf Racial Skills

Dwarven Artifice

Decreases Machinery production time -30% for 5min. (30min cooldown.)

Summon Juggernaut

Summons a powerful suit of mechanized armor for 5min, preventing the use of normal skills but granting access to new Juggernaut combat skills. (30min cooldown.)

Homing Round: 30m range single projectile. Inflicts Target Lock, making enemies more susceptible to other Juggernaut skills. Also unleashes the Fire Flood effect under the target’s feet when it hits, which deals damage over time to anyone who stands there.

Leaps up to 12m and slams down on a target’s location, dealing damage in a small area. Stuns Locked targets.

Mountain’s Wrath

A freezing spin attack, damaging and slowing all enemies in an 8m radius.

Tactical Bomb

A 20m projectile that can provide a number of effects, depending on which skill you use before it.

Shelling skills load Fire Bombs, which deal cause continuous explosions in a small area on impact.

Melee Skills load Frost Bombs, which slow all enemies in a large area on impact.

Shield Skills load Gale Bombs, which increase the Attack Speed and Move Speed of all allies within a large area of effect.

Shield Stance

Lowers armor plating in front of the Juggernaut and erects a powerful forcefield for a short time. Grants the Juggernaut +40% Block Rate and restores 180% of damage received as health. All allies behind the forcefield receive -20% damage.

Enables Juggernaut Charge

Juggernaut Charge

Charges forward during Shield Stance, damaging and tripping all enemies that get in your way. The longer shield stance is maintained before charging, the longer your charging distance.

Temporal Armor

Grants immunity to all debuffs for a short time, but drains the Juggernaut’s power supply much faster. When Temporal Armor ends, the Juggernaut disappears and the caster is temporarily incapacitated.

Attack 1: Deals damage to all enemies in a 6m radius and pulls them closer. Inflicts Bleeding if used while under the effects of Hunter’s Glory.

Attack 2: Damages all enemies in a 4m radius and inflicts Shaken.

Rupture

Slams the ground, damaging all enemies in an 8m radius. Trips Bleeding enemies.

Soar

Propels the Ravager into the air, damaging all enemies within 6m on takeoff and launching them briefly into the air. Removes the Shaken debuff. The caster floats in place for 3sec, during which they can use Dive.

Dive

Fly up to 40m towards a target, dealing damage to all enemies within a 6m radius on impact. Inflicts bonus damage on Launched enemies. Can only be used while Soaring.

Adaptive Plating

Covers the ravager in blade-sharp scales, slowing move speed and reducing evasion, but also reducing received damage by -50%. Duration is doubled if cast while under 50% maximum health.

The caster can end this effect early by casting Scale Burst, which launches the scales forward and deals damage to all enemies in a straight line.

Queen’s Blessing

Makes the ravage temporarily immortal, preventing lethal damage from killing it. But also increases received damage +25%. When Queen’s Blessing ends, you return to your normal form and are incapacitated for a short time.

*edit2* Turns out i found the issue.. If you have a skill set saved and view those skills but don't actually activate it. It shows you rank 1 abilities. I guess stalkers mark decreases in effectiveness as it ranks up? (I learn something new everyday!)

*EDIT FROM YOUR EDIT* Oh, well that's interesting! Now all i have to do is track down whatever cell the skillsaver is calling and fix it. Thanks!

(And no, Rank 1 is 20% on live and it goes up 5% per rank. Honestly not sure how this tooltip error was never caught, but it'll be fixed in 10 days anyway when the skill numbers change. Sorry about that!)

*EDIT FROM YOUR EDIT* Oh, well that's interesting! Now all i have to do is track down whatever cell the skillsaver is calling and fix it. Thanks!

(And no, Rank 1 is 20% on live and it goes up 5% per rank. Honestly not sure how this tooltip error was never caught, but it'll be fixed in 10 days anyway when the skill numbers change. Sorry about that!)

I thought it would have been a little odd if it decreased effectiveness overtime. Glad it's being fixed though. Thanks!